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Quote:My problem with this argument has always been two things. First off the Scrapper has significantly higher offense than the Defender. Secondly the limitation is notably absent from newer sets. Traps in particular is a notable offender providing noticeably more personal defense than FF and a much better array of secondary effects.
I really don't consider the ability to buff the team to be powerful enough to justify the solo weakness of the set. Other sets (Traps and Cold Domination) can provide sufficient defensive capabilities (both Defense and other mitigation) and add more offensively.
Well, in terms of raw protection from only those three powers, yes, the Scrapper would have the edge. However, whereas the Scrapper needs to take 6 powers to get to that level, the Defender would only need to take 3. And again, that's not counting the fact that the Defender would then be able to give that same protection level to everyone else on the team, too. The Defender also would have 6 other powers in the set that can help him out, too.
As opposed to other Defender sets, that may be where it needs to be looked at, but I don't think it needs major changes to things like Deflection Shield and Insulation Shield to be able to cast them on self. I mean, Force Field does have one of the best self Def buffs in the game. However, it does make it so that you can't attack. However, it also has a Ranged PBAoE attack, a single-target high KB power to keep mobs away, and two powers that keep mobs out of melee range, which can help your survivability. So let's not forget those.
However, you are right that it offers little in terms of helping out others on your team to do damage, or to help your secondary (for Defenders) to do more damage. I think that to fix that you could add a secondary effect to either Repulsion Field or Force Bubble, since they largely overlap in function (and if it's working right, shouldn't Force Bubble keep mobs out of range of Repulsion Field anyways? Maybe a -Res effect on mobs affected by Repulsion Field, or even a stun effect if the goal is more survivability?
Edit ->
Oh, and Adeon, I'm not saying that I think the sets are completely balanced as they are right now. They might be, and they might not be. I'm just saying that allowing the ally-only buffs to be able to effect self isn't exactly a great way to balance the sets, it just throws the pendulum far back the other way. -
Well, first off, Flight in combat gets dropped to BASE Hover speed, and last time I checked (it's been a while), this was unaffected by speed enhancements. As such, Hover in combat is actually faster than Flight, if you've slotted it. That, and the fact that it uses about 20% of the endurance that Flight does. Plus the added Defense on it, while not that high, is something, especially when stacked with set bonuses.
Me? I'd much rather be using that 0.8 end per second on blasting the enemies, instead of using it for a slower power than the cheaper one.
3-slot Hover for flight speed if you want. No more than that. Maybe the LotG +Recharge or the Karma -KB proc in addition to it. Then, if you really want to, set up a bind that allows you to quickly change from Hover to Flight. I usually use the side button on my mouse for something like this. -
Quote:Well, a search should have turned up a number of threads on this, but maybe not with phrasing quite like this. Most of the time, they're calls to make those buffs PBAoE, or other such suggestion.I find it strongly anti-compelling when a buff set has powers that you can't use on yourself, only on teammates. I do a fair bit of soloing, so such a set at least gives the impression of being a very poor choice.
What's the rationale behind power designs that rely on this? I never quite got it.
However, the reason is because they are actually really good buffs, and giving them the ability to self-apply would be fairly game-breaking.
Take a Force Field Defender, for instance. Deflection and Insulation shield both give 15% Defense base, and Dispersion Bubble adds another 10% to that. 25% * 1.56 = 39% Defense to most types of damage. An SR Scrapper, on the other hand, gets only 30.47% Defense to the positional types. However, the scrapper can't also buff up everyone else on the team to those same levels.
If you're a soloer, then yes, these sets aren't that attractive. They're not meant to be. However, on a team, they can become huge. -
To add to what Claws said, most Support sets have either some way of lowering foe's Acc, or or providing their own Mez protection against most things.
Let's look at Defender primaries, Controller and Corruptor secondaries:
Active mez protection:
Force Field
Sonic
Traps
Sets with decent - strong -ToHit debuffs:
Radiation
Storm
Dark
Sets with some sort of Mez:
Dark
Trick Arrow
Force Field
Sonic
Storm
Radiation
Sets with little protection against Mezzes:
Empathy
Kinetics
Cold
So, we've got 3/10 powersets with mez protection trouble, and 7/10 sets with some way of limiting or negating the ability of mobs to hit them with a Mez, and this isn't even getting into their other powerset, which should provide even more ability to handle mezzers. -
Well, a few reasons:
1) A Ranged AoE can become basically a PBAoE in a jiffy, whereas a cone cannot. If you shoot a ranged AoE at the mob that is standing around you, you're likely to hit everyone. A cone, however, you'd need to back off in order to do this.
2) Target caps. A true ranged AoE can hit up to 16 targets. A cone can only hit 10.
3) Animation time. As you mention, Arctic Breath takes 2.67 seconds to animate. Fireball animates in 1 second. -
B_C, the problem that you are seeing is because of one very critical thing: you don't care to hear about the answer to the question you asked.
Let me explain. Here is your question:
Is my damage suffering by not using Siphon Life.
The answer:
Yes, Siphon Life should be slotted as an attack, and by doing so, will greatly improve your damage.
Your question was NOT:
If I keep Siphon Life slotted as a heal, am I losing out on damage by not using it in my attack chain.
If it had been, this would have been the answer:
No, if you're slotting it as a heal, then you'd not be doing as much damage with it as you would with other powers. HOWEVER, that is really a stupid idea, since it's one of your best attacks, that has a side effect of being a heal. If you slot it correctly, you can use it as both, and that is what you're looking for. Slot it with HOs or a combination of IOs that allow you to hit 96% Damage, 96% Heal, some accuracy and recharge. If you do THAT, then you can get both facets out of it in great amounts.
THAT IS WHAT WE'VE BEEN TELLING YOU TO DO. But you keep ignoring it. You can do what you want to do, and STILL have better results in the damage department by slotting it for a combination of damage and healing. And THAT will increase your damage output. -
I have been corrected on this a few times before. "Proc" does not only refer to things that have a chance to fire. They refer to anything that has a procedural change to a power. As such, the Winter's Gift Slow Resistance IO is a Proc.
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It's a case by case basis, but in general, if the power doesn't allow for accuracy slotting, and doesn't do damage, then it's likely auto-hit. However, that's not always true.
Chilling Embrace, for instance, is an auto-hit aura. Arctic Air, if I remember correctly, the slow part of it is auto-hit, but the confuse part needs to make a To-Hit check, but I could be wrong on that. There are definitely a few closet cases, but I'd say that you're safe to assume a power is auto-hit if it doesn't do damage, and doesn't take accuracy.
Edit -> If you want to check out certain powers, check out this site:
http://tomax.cohtitan.com/data/powers/
If you click on Tankers, then Ice Armor, then Chilling Embrace, you'll see a list of the power's attributes on the left-hand side. Down towards the bottom you'll see a value for "targets autohit," for which the value is set to "Foe." This means that it's autohit. If it doesn't have that value there, then it's not autohit. -
Slotting Siphon Life as an attack, and using it as such, would increase your DPS. That has been gone over. Yes, Smite works, but Siphon Life would be better. Using a combo of Hami-Os would mean that you could use it as an attack, and STILL get healing to 96% or so, meaning that you're not losing out on the heal when you need it.
So, if you're talking about optimizing attack chains, using a high recharge build, then Siphon Life should be used as an attack. -
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Quote:Nope. The EULA gives Paragon Studios the rights to anything you create in-game. So they would have zero problem with this.I think you misunderstand, unless I'm misunderstanding the OP. I believe he's talking about just taking the top-rated/voted arcs that are already at the top of the Architect window when you open it up and making them actual in-game arcs from an external contact. Rather than making every mission out there available as a TF. (Which is ludicrous.)
That being said, I doubt they would do that. Even if they got to the point where they wanted to take the time to make that conversion, those arcs are all written by people who are not on staff with Paragon Studios nor NCSoft, which means copyright becomes an issue. They would need signed documentation from any author of an arc they wanted to convert, which is more trouble than it is worth considering they already exist in-game.
That being said, it's still a decently bad idea, I think. Since the voting could be heavily skewed by the farmers themselves. -
Ahhh...my bad then. So then why do people always go for the lower-level procs?
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Also, while IOs that give an enhancement bonus do give a higher bonus the higher the level of the IO (for instance, Damage, Accuracy, Defense,etc.), proc IOs don't necessarily do so. For instance, a Mako's Bite damage proc works exactly the same, whether you have a level 30 or a level 50 version of that IO. However, if you exemp below level 47, you'll lose the proc if you chose the level 50 one, but wouldn't lose the level 30 proc until you exemp below level 27.
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I actually organized a DC area meet and greet, which was very well attended, I feel. Met some nice people from here on the forums that I've had discussions with over the years. Was nice to be able to put a face to the forum names.
Hmmm...maybe it's time for another one of those. -
You're right at about the Flight speed cap. Flight is slower than the running speed cap because it allows for full 3D movement, whereas Ninja Run and Sprint won't let you go everywhere without finding ways around high walls and buildings.
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My altitis means that I usually don't play my 50s, and tend to be short on influence from time to time. So...ummmm....sign me up?
@Aett Thorn.
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Yes, but they are SEVERELY against the EULA, and you'll get banned if you're discovered to have used them. Plus there's the whole "giving your credit card info to people who are known to be cheaters" thing.
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Quote:No, it's not. Take a tank up against a large spawn of Carnies. You'll realize quite quickly that sometimes even -10 won't save you in that circumstance. And considering that Tankers are pretty much made to take that alpha strike, they do need that high level of protection at points.This is what I meant. This is also the reason why scrapper, brutes and tanks can just solo huge spawns without much effort. Most support sets provide additional mez protection as well, so if more is needed it is practical to get.
With just acrobatics against mobs with holds I mostly ignore them anyway. Even on teams with lackluster aggro control post Fulcrum Shift or first strike.
Giving -10 is way too much. -
Quote:I agree. You're already underslotted in a lot of your powers, and have very little in terms of a single-target attack chain. Hasten with just the base slot, TP Foe with an Accuracy in it, and then maybe dump Maneuvers and pick up Minerals for fighting Psychic damage opponents, and Incinerate, even if you can't slot it much.Hasten and....two somethings. My point is, grab stuff that is situational and doesn't need slots. If you currently function fine without hasten, having it even unslotted is a decent treat. Look for other situational powers you've skipped, and maybe even think about slipping a few slots into them if you can spare them.
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Quote:I'd sine that. I bet you could get a few people to cosine as well.That's really acute way of putting it, and without sounding obtuse, I'd like to think his current costume is complimentary. Just to make sure I don't get any degree of heat from you it would be right if he had an updated costume in the tip missions he shows up in. Perhaps an alternate exterior angle costume?
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Just download the client on her computer. No need to buy a new version.
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Your best bet is likely to find a Roleplaying supergroup/villaingroup. RPing tends to take place within communities, but not in the game at large. However, I believe that Virtue is supposed to be the unofficial RP server, so you might also want to check that out.
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That's how it used to work. Now it adds a proc effect to every attack individually. It actually works much better that way.
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Quote:Well, they don't affect your overall Defense, they just give all of your individual Def powers an additional enhancement %.So wait, the "defensive buffs" from Nerve affect your overall def? As in SD & Ice Armor? I sorta read that as for FF's and whatnot, but I guess that makes sense.
If that's the way it works, I have to rethink my plans. I was originally thinking Spiritual (read, perma-Hasten) for all except some of my tanks who would consider Cardiac. If I can get an extra 12.6% def over ED before bonuses... man, things just got more complicated. But this is good--no cookie cutter builds, right?